shithub: pokecrystal

ref: bdde60c64b9268ffa1a26c1ea0434edbec4d5b21
dir: /maps/CeladonMansionRoofHouse.asm/

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	const_def 2 ; object constants
	const CELADONMANSIONROOFHOUSE_PHARMACIST

CeladonMansionRoofHouse_MapScripts:
	db 0 ; scene scripts

	db 0 ; callbacks

CeladonMansionRoofHousePharmacistScript:
	faceplayer
	opentext
	checkevent EVENT_GOT_TM03_CURSE
	iftrue .GotCurse
	writetext UnknownText_0x71b27
	buttonsound
	checktime NITE
	iftrue .Night
	writetext UnknownText_0x71b4a
	waitbutton
	closetext
	end

.Night:
	writetext UnknownText_0x71ba3
	buttonsound
	verbosegiveitem TM_CURSE
	iffalse .NoRoom
	setevent EVENT_GOT_TM03_CURSE
.GotCurse:
	writetext UnknownText_0x71db3
	waitbutton
.NoRoom:
	closetext
	end

UnknownText_0x71b27:
	text "Let me recount a"
	line "terrifying tale…"
	done

UnknownText_0x71b4a:
	text "Then again, it's"
	line "not as scary while"

	para "it's still light"
	line "outside."

	para "Come back after"
	line "sunset, OK?"
	done

UnknownText_0x71ba3:
	text "Once upon a time,"
	line "there was a little"

	para "boy who was given"
	line "a new BICYCLE…"

	para "He wanted to try"
	line "it right away…"

	para "He was having so"
	line "much fun that he"

	para "didn't notice the"
	line "sun had set…"

	para "While riding home"
	line "in the pitch-black"

	para "night, the bike"
	line "suddenly slowed!"

	para "The pedals became"
	line "heavy!"

	para "When he stopped"
	line "pedaling, the bike"

	para "began slipping"
	line "backwards!"

	para "It was as if the"
	line "bike were cursed"

	para "and trying to drag"
	line "him into oblivion!"

	para "…"

	para "…"

	para "SHRIEEEEK!"

	para "The boy had been"
	line "riding uphill on"
	cont "CYCLING ROAD!"

	para "…"
	line "Ba-dum ba-dum!"

	para "For listening so"
	line "patiently, you may"
	cont "take this--TM03!"
	done

UnknownText_0x71db3:
	text "TM03 is CURSE."

	para "It's a terrifying"
	line "move that slowly"

	para "whittles down the"
	line "victim's HP."
	done

CeladonMansionRoofHouse_MapEvents:
	db 0, 0 ; filler

	db 2 ; warp events
	warp_event  2,  7, CELADON_MANSION_ROOF, 3
	warp_event  3,  7, CELADON_MANSION_ROOF, 3

	db 0 ; coord events

	db 0 ; bg events

	db 1 ; object events
	object_event  3,  2, SPRITE_PHARMACIST, SPRITEMOVEDATA_STANDING_DOWN, 0, 2, -1, -1, PAL_NPC_GREEN, OBJECTTYPE_SCRIPT, 0, CeladonMansionRoofHousePharmacistScript, -1